/*
 * @author: wizardc
 */

using UnityEditor;
using UnityEngine;

namespace DouEditor.UI
{
    public class UIParticleShaderEditor : ShaderGUI
    {
        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
        {
            GUILayout.BeginVertical();
            GUIStyle boldStyle = EditorStyles.boldLabel;
            GUILayout.Label("Custom1 X Dissolve: X控制溶解数值", boldStyle);
            GUILayout.Label("Custom1 Y RGB_Shake: Y RGB分离数值", boldStyle);
            GUILayout.Label("Custom1 Z MainTex_Distortion: Z 主贴图扭曲数值", boldStyle);
            GUILayout.Label("Custom1 W DissolveMaskTex_Distortion: W 溶解图和遮罩图扭曲数值", boldStyle);
            GUILayout.Label("Custom2 X BlackWhite Change: X 黑白闪烁切换数值", boldStyle);
            GUILayout.Label("Custom2 Y  MainTexUV CenterScale: Y 主贴图在UV正中位置缩放数值", boldStyle);
            GUILayout.Label("Custom2 Z  OnceUV  U_Direction: Z 主贴图一次性流动数值U方向", boldStyle);
            GUILayout.Label("Custom2 W OnceUV  V_Direction: W 主贴图一次性流动数值V方向", boldStyle);
            GUILayout.EndVertical();
            base.OnGUI(materialEditor, properties);
        }
    }
}
